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Does the Spin Jump button rape you?

I don't think I actually rape the spinjump button, but I really like having fun using it when I want to perform more precise and less high jumps, usually in order to make my way through certain enemies. On an unrelated note, I kinda like grabbing stuff while randomly spinjumping for some silly reason, even though I'm pretty sure that wasn't supposed to happen.
I probably use the spin jump more than I actually need to, but I wouldn't say I abuse it.
So I come to realize how game breaking the Spin Jump is, and since I added other abilities to Mario in my hack, I want to minimize the poer of the spin jumnp.

I just need some suggestions on what I can do to make it less powerful. And how to do them.
I just realized that this spinjump gimmick has not yet been brought back in later Mario games except for Superstar Saga (Either the spike badge of the advanced splash bros) and Super Paper Mario (Carrie the pixl). Nintendo needs to use this more! (or maybe they don't use it because they think it is overpowered after what it did in SMW)
don't click this link...
Originally posted by mathelete
I just realized that this spinjump gimmick has not yet been brought back in later Mario games except for Superstar Saga (Either the spike badge of the advanced splash bros) and Super Paper Mario (Carrie the pixl). Nintendo needs to use this more! (or maybe they don't use it because they think it is overpowered after what it did in SMW)

Well, they did bring the spin-jump back in NSMBWii, but they nerfed it quite a bit. You can't jump on spiky enemies with it, and it makes your jump noticeably lower. Not to mention you have to shake the remote to use it, which is pretty annoying/gimmicky. I never used it aside from the parts where you have to clear clouds from the screen with it.
Originally posted by mathelete
I just realized that this spinjump gimmick has not yet been brought back in later Mario games except for Superstar Saga (Either the spike badge of the advanced splash bros) and Super Paper Mario (Carrie the pixl). Nintendo needs to use this more! (or maybe they don't use it because they think it is overpowered after what it did in SMW)


Super Mario Land 2, Super Mario 64 (and DS), NSMB, NSMBWii, Partners in Time, and Bowser's Inside Story all use the spin jump. The most similar spin jump to SMW is SML2 and Wii, though the former is can't spin jump on enemies at all, and the latter doesn't allow spin jumping on spiked and firey enemies.
Originally posted by Giant Shy Guy
Originally posted by mathelete
I just realized that this spinjump gimmick has not yet been brought back in later Mario games except for Superstar Saga (Either the spike badge of the advanced splash bros) and Super Paper Mario (Carrie the pixl). Nintendo needs to use this more! (or maybe they don't use it because they think it is overpowered after what it did in SMW)


Super Mario Land 2, Super Mario 64 (and DS), NSMB, NSMBWii, Partners in Time, and Bowser's Inside Story all use the spin jump. The most similar spin jump to SMW is SML2 and Wii, though the former is can't spin jump on enemies at all, and the latter doesn't allow spin jumping on spiked and firey enemies.


In NSMBWii spin jump is alomst useless, Maybe I'm just too lazy, but I only use it when I have to unlock something.
Nintendo succesfully decreased the power of the spin-jump, although I really like it in SMW, actually.
Actually I abuse the spin jump in NSMBWii (and it also exists in Mario Galaxy btw, you can skip a whole mission with its help), simply because you can use it multiple times mid-jump, effectively enhancing your jump by a few meters and making you fall more slowly.
Your layout has been removed.
Yeah I use the spin jump every chance I get! It's so broken!
I wouldn't say rape but I do enjoy using it to my advantage both in the game and in the level designing. The use of spin jumping in my level designs recently (unlike long ago) has greatly decreased. The hacks I make nowadays don't go for insane difficulty the way they used to (savestates were a must back then) and the use of a spin jump across a long segment can be very tough, especially if you're a beginner.

Spin jumping has a few flaws which don't occur often, especially when you are bigger and notice that there is a turn block floor below you. That was rare.

In short, spin jump is amazing, but it isn't violated.
Originally posted by Oh Hell No
Originally posted by Giant Shy Guy
Originally posted by mathelete
I just realized that this spinjump gimmick has not yet been brought back in later Mario games except for Superstar Saga (Either the spike badge of the advanced splash bros) and Super Paper Mario (Carrie the pixl). Nintendo needs to use this more! (or maybe they don't use it because they think it is overpowered after what it did in SMW)


Super Mario Land 2, Super Mario 64 (and DS), NSMB, NSMBWii, Partners in Time, and Bowser's Inside Story all use the spin jump. The most similar spin jump to SMW is SML2 and Wii, though the former is can't spin jump on enemies at all, and the latter doesn't allow spin jumping on spiked and firey enemies.


In NSMBWii spin jump is alomst useless, Maybe I'm just too lazy, but I only use it when I have to unlock something.
Nintendo succesfully decreased the power of the spin-jump, although I really like it in SMW, actually.

They are not the same spin-jump. SMW's spinjump is to jump on spiky enemies. The spinjumps from the games you mentioned are different. They are just called a "spin jump", but that does not make the equal to SMW's "spin jump"
don't click this link...
Originally posted by mathelete

They are not the same spin-jump. SMW's spinjump is to jump on spiky enemies. The spinjumps from the games you mentioned are different. They are just called a "spin jump", but that does not make the equal to SMW's "spin jump"


What? By that logic, everything new about Mario isn't Mario, like how the Koopas we know now aren't Koopas, since they have they can be kicked out of their shells and can be picked up.
Well, yes. The SMW koopas are not the same as the usual koopas.
don't click this link...
...

Hey guys, we've been duped! All the Mario games we have played isn't really Mario! Since they added all these abilities, power-ups, different controls, a bunch of new enemies, and adding new abilities to enemies that WEREN'T in the original Mario game! Oh no!

The NSMBWii is a Spin Jump. Just because they dumb-down it's power doesn't mean it ain't a spin jump. The Koopas' power as dumb down when Mario was given the abilities to hold their shells - in SMB it'll be panic time if you accidentally kicked a shell in a tight space.

And you do know Beached Koopas have appear in other (Mario) games, right?

EDIT: Whoopsy.
I only use the spin jump when needed, as I usually rest my thumb on the Y and B buttons' equivalents on my controller while playing.
YouTube
Originally posted by Giant Shy Guy
...

Hey guys, we've been duped! All the Mario games we have played isn't really Mario! Since they added all these abilities, power-ups, different controls, a bunch of new enemies, and adding new abilities to enemies that WEREN'T in the original Mario game! Oh no!

The NSMBWii is a Spin Jump. Just because they dumb-down it's power doesn't mean it ain't a spin jump. The Koopas' power as dumb down when Mario was given the abilities to hold their shells - in SMB it'll be panic time if you accidentally kicked a shell in a tight space.

And you do know Beached Koopas have appear in other (Mario) games, right?

EDIT: Whoopsy.

Except this thread is specifically about the SMW spinjump. So for all intents and purposes, we are using that as our definition.
don't click this link...
Originally posted by mathlete
Except this thread is specifically about the SMW spinjump. So for all intents and purposes, we are using that as our definition.


...

I'm not...going to even argue with you anymore. It's pointless.
Originally posted by S.N.N.
I find myself using it a lot, despite how overpowered it is. Being able to jump across enemies which you shouldn't be able to to begin with is a blessing (Grinders, Thwomps, etc). It's to the point where I often incorporate it into my level design, despite Nintendo not doing so in the original game.

Same
In my opinion Spin-Jump is the most overpowered ability that Mario has ever had. Like seriously, there is a reason why Nintendo only made SMW to be the only or the most played game with Mario's Spin-Jump.

Compare Spin-Jump with Starman. Ok, Starman makes Mario invincible but for a few seconds but can't be useful to reach to different places except crossing Munchers, now with spin-jump Mario can use it anytime and get to higher point's and/or narrower areas than any other of Mario's abilities, not to mention that Spin Jump saves Mario for practically from all sort's danger.

And yes, I rape the "A" Button.

This is kind of embarassing, but who cares: I don't use the spinjump very much (sometimes on Thwomps, Grinders, Spike Balls, etc.) because when I played SMW I didn't know of the spinjump's properties, so I used to only use it on turn blocks. =P